Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  Chassis Modification, Fully Amphibious
Type (Category):  Equipment (Other)
Reference:  Tactical Operations: Advanced Units & Equipment (p. 115)

Description:
Evolved for the battlefields of the Succession Wars, many conventional vehicles and fighters drew increasingly generalized toward a certain set of standard conditions, which ultimately served to limit their options in terms of environmental functionality. Amphibious capabilities, dune buggy modifications and environmental sealing against vacuum all became optional features, available to a multitude of units, but not commonly seen on the majority.

The “full capability” amphibious option for wheeled and tracked vehicles is heavier, but provides a much faster means of getting vehicles across bodies of water. This feature is rare on combat vehicles, and intended for “over the horizon” amphibious assaults.

Game Rules:
A vehicle with fully amphibious capabilities has the same MPs on water (both Cruising and Flanking) as it does on land. However, each water hex (of any depth, including Depth 0) costs 2 MP to cross. While on water, the amphibious vehicle is treated as a displacement hull naval vessel for purposes of line of sight, hull breaching and sinking rules.
Unit Type Availability
Combat Vehicles
Inner Sphere Data (Combat Vehicles)
Prototype Date:  2470
Production Date:  2474
Extinction Date:  
Recovery Date:  

Combat Vehicle Specific Construction Rules
May be mounted on Inner Sphere units in accordance with the following construction rules:
 Not allowed if Hover, Naval (Displacement Hull), Naval (Hydrofoil), Naval (Submarine), VTOL, or WiGE is selected for the unit's Motive Type

WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage
Range
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
B
B-B-B-B
10,000xIT
TT÷10
0
+0.2
IT = Item Tonnage (weight of component itself)
TT = Total Unit Tonnage

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
2470
2473
Experimental
2474
Advanced

ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short
Medium
Long
Extreme
Special Abilities
Amphibious

Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
 Amphibious (AMP)
This ability makes a non-naval unit capable of water movement. Amphibious units pay a total of 4” per inch of water traversed and move as a surface naval unit in water, except that they freely move in and out of water areas.

MegaMek Output → Critical Slot:  ISFullyAmphibiousChassis
Record Sheet Output → Critical Slot:  Fully Amphibious
Clan Data (Combat Vehicles)
Prototype Date:  2470
Production Date:  2474
Extinction Date:  
Recovery Date:  

Combat Vehicle Specific Construction Rules
May be mounted on Clan units in accordance with the following construction rules:
 Not allowed if Hover, Naval (Displacement Hull), Naval (Hydrofoil), Naval (Submarine), VTOL, or WiGE is selected for the unit's Motive Type

WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage
Range
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
B
B-B-B-B
10,000xIT
TT÷10
0
+0.2
IT = Item Tonnage (weight of component itself)
TT = Total Unit Tonnage

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
2470
2473
Experimental
2474
Advanced

ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short
Medium
Long
Extreme
Special Abilities
Amphibious

Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
 Amphibious (AMP)
This ability makes a non-naval unit capable of water movement. Amphibious units pay a total of 4” per inch of water traversed and move as a surface naval unit in water, except that they freely move in and out of water areas.

MegaMek Output → Critical Slot:  ClanFullyAmphibiousChassis
Record Sheet Output → Critical Slot:  Fully Amphibious